-*- General Combat & Interaction-*-
--Character Strength--
Characters in Letum fall into one of three categories (shifting between them is possible with admin permission).
- Commoner, this type describes most of the NPCs around Letum (shop owners, tavern wenches etc) players may opt to have their character be of this type.
- Heroic, the majority of characters fall into this type, all heroic characters are assumed to be of similar power.
- Epic ‘Boss’, this type of character is rarely seen and is for use in specific events, examples might include an attacking/ rampaging dragon that other players must band together to defeat, it is not a long term capability.
Please keep in mind that regardless of these power levels all conflicts should be kept as reasonable and realistic as possible. Even those of lower power level than yourself have a chance to defend and can inflict damage on those of higher power level through surprise or good planning. These levels are only meant to represent what would happen in a fair fight.
--Conflict--
Conflict can be resolved in one of three ways on the sim.
- Role-play, both parties agree in private what the result should be and then play out the scene to that end.
- Role-play, both parties agree to a dice roll or other random method of determining a winner and then play the scene to that end.
-Put on meters and corresponding weaponry and duke it out to an end. This may ONLY be done if ALL participants agree and may NOT be in the middle of other players’ rp. Take it aside from the main chat areas. You also may not lag the sim down with magic huds or spamming of arrows. Please be courteous to your fellow players.
--Role-played Combat and Equivalent Power--
Most characters in Letum are Heroic in nature and are assumed to have power equivalency. What this means is that no class type or attack ability is more powerful than another. All attacks are capable of the full range of damage, being hit by a fireball is no worse than being run through with a sword and by the same token, evading a fireball is just as easy as dodging a sword's blow. Since it is up to the defender to define how much damage their character actually takes from any given attack, it is up to the players to understand that if they want to do meaningful damage to an opponent they will likely have to take some form of set back themselves.
--Death--
Death in Letum is never permanent without the player's express permission. In the case of a permanent death the player must inform an admin and may then submit an application for a new character if they so wish.
However in most cases death is not a permanent affliction. Keep in mind, death is always to be agreed upon at the end of fatal conflicts and can be avoided if one does not wish to partake in the death of their character by instead taking grievous wounds that require some form of healing, natural or otherwise. Characters who are slain must remain dead for a minimum of 60 minutes real time.
At this point they may be resurrected by a healer if their body can be recovered. If no body is found it takes greater skill and more time to raise the dead. Therefore, you may return your character to life, with or without another player, through the use of a faction NPC, the following RL day. This is merely to promote players toward being creative in finding ways to be resurrected. Any faction may raise a dead character back to life, though it may not end up the way a player intends if they find themselves in an opposing faction’s reach.
Upon death all characters suffer a form of amnesia, making it impossible for them to remember the details of their own demise, many speculate this is to prevent insanity. Either way, a character will only know their previous fate if someone else tells them.
All resurrections must be as if role-played, whether they be performed by another player or assumed by an NPC. Be creative and play an NPC to bring your character back from the dead.
-*- Magic-*-
In order to keep magic in Letum reasonably fair and yet open ended and free form, we have created the following categories as a guide for how to use magic in the valley.
These categories are designed to cover all types of magic, be it arcane, divine, or simply supernatural capabilities, simply find the category that best suits the desired effect and follow the suggestions. The need for ‘spells’ is not necessary as some ‘casters’ use their minds while others use arcane objects and still others use innate abilities. The term ‘spell’ is merely to indicate an arcane or magical (or deity-based) power.
-Cantrips and Stage Magic-
The easiest variety of magic, this category represents magical effects that are of very little potency, they do not cause damage and have no profound effect.
Shooting sparks from fingertips, glowing eyes, ventriloquism etc are examples of Cantrip level magic.
Cantrip type magic generally has no downsides as it's power is so weak.
-Minor/Incidental Magic-
Minor magic is the category which represents the vast majority of spells cast in role-play. If the spell is meant to do damage it will be similar in scope to what can be accomplished with conventional weapons. In the case of enhancement or healing this would be something with modest effect, healing a single wound or granting a limited ability for a short duration.
Magic missile, light/darkness, minor healing, read languages, local teleportation/summoning (within the island) are examples of minor magic.
Minor magic should have similar drawbacks, most frequently it will wear out the user over time, however as these are the primary magic in use a caster should be able to match stamina against a fighter in terms of growing tired from casting spells.
-Intermediate Magic-
Intermediate magic is the category describing significantly more powerful magic which can still be used in normal situations. For damage magic this could include area of effect attacks or single target effects that cause severe wounds or lasting effects. In healing or enhancing magic this category would cover healing all wounds, enhancing an attribute for a long period, etc..
Fireballs, chain-lightning, cloudkill, continual light/dark, full healing, remove curse, cure poison, increase strength, long distance teleportation/summoning (beyond the island) are examples of intermediate magic.
The costs for intermediate magic should scale, they generally require greater time to cast as they are more complex and consume more of the casters energy. These should be used no more than once or twice in an given scene, additional use would leave the caster extremely drained and vulnerable.
-Major Magic-
Major magic is the category that serves as a catch all for the most powerful of magics. In terms of damage magics this would represent instant death to most mortals. In terms of healing or enhancement, it would represent resurrection spells and boosts of power to unheard of levels.
Power word kill, divine intervention, resurrection, planar summonings are examples of major magic.
Major magics come with steep prices, almost always requiring the sacrifice of material components and in some cases far more, this should scale with the nature of the magic, as should complexity, many of these magics are too complex to cast from memory and require elaborate set ups. All major magics will have significant impact on the energy of the caster.
**All major magics must be roleplayed out in full with the consent of all parties involved. If consent would be complex to attain, contact one of the Admins or GMs, who will assist you in making sure your spell is viable and balanced.**
<*> For ALL combat destruction, magical or melee, of parts of the sim, via rp or actual combat, it is possible to show a measure of damage in most cases. Contact an admin to see if there may be lasting or temporary damage done to an area. (We’re all for causing more rp, after all!)
--Character Strength--
Characters in Letum fall into one of three categories (shifting between them is possible with admin permission).
- Commoner, this type describes most of the NPCs around Letum (shop owners, tavern wenches etc) players may opt to have their character be of this type.
- Heroic, the majority of characters fall into this type, all heroic characters are assumed to be of similar power.
- Epic ‘Boss’, this type of character is rarely seen and is for use in specific events, examples might include an attacking/ rampaging dragon that other players must band together to defeat, it is not a long term capability.
Please keep in mind that regardless of these power levels all conflicts should be kept as reasonable and realistic as possible. Even those of lower power level than yourself have a chance to defend and can inflict damage on those of higher power level through surprise or good planning. These levels are only meant to represent what would happen in a fair fight.
--Conflict--
Conflict can be resolved in one of three ways on the sim.
- Role-play, both parties agree in private what the result should be and then play out the scene to that end.
- Role-play, both parties agree to a dice roll or other random method of determining a winner and then play the scene to that end.
-Put on meters and corresponding weaponry and duke it out to an end. This may ONLY be done if ALL participants agree and may NOT be in the middle of other players’ rp. Take it aside from the main chat areas. You also may not lag the sim down with magic huds or spamming of arrows. Please be courteous to your fellow players.
--Role-played Combat and Equivalent Power--
Most characters in Letum are Heroic in nature and are assumed to have power equivalency. What this means is that no class type or attack ability is more powerful than another. All attacks are capable of the full range of damage, being hit by a fireball is no worse than being run through with a sword and by the same token, evading a fireball is just as easy as dodging a sword's blow. Since it is up to the defender to define how much damage their character actually takes from any given attack, it is up to the players to understand that if they want to do meaningful damage to an opponent they will likely have to take some form of set back themselves.
--Death--
Death in Letum is never permanent without the player's express permission. In the case of a permanent death the player must inform an admin and may then submit an application for a new character if they so wish.
However in most cases death is not a permanent affliction. Keep in mind, death is always to be agreed upon at the end of fatal conflicts and can be avoided if one does not wish to partake in the death of their character by instead taking grievous wounds that require some form of healing, natural or otherwise. Characters who are slain must remain dead for a minimum of 60 minutes real time.
At this point they may be resurrected by a healer if their body can be recovered. If no body is found it takes greater skill and more time to raise the dead. Therefore, you may return your character to life, with or without another player, through the use of a faction NPC, the following RL day. This is merely to promote players toward being creative in finding ways to be resurrected. Any faction may raise a dead character back to life, though it may not end up the way a player intends if they find themselves in an opposing faction’s reach.
Upon death all characters suffer a form of amnesia, making it impossible for them to remember the details of their own demise, many speculate this is to prevent insanity. Either way, a character will only know their previous fate if someone else tells them.
All resurrections must be as if role-played, whether they be performed by another player or assumed by an NPC. Be creative and play an NPC to bring your character back from the dead.
-*- Magic-*-
In order to keep magic in Letum reasonably fair and yet open ended and free form, we have created the following categories as a guide for how to use magic in the valley.
These categories are designed to cover all types of magic, be it arcane, divine, or simply supernatural capabilities, simply find the category that best suits the desired effect and follow the suggestions. The need for ‘spells’ is not necessary as some ‘casters’ use their minds while others use arcane objects and still others use innate abilities. The term ‘spell’ is merely to indicate an arcane or magical (or deity-based) power.
-Cantrips and Stage Magic-
The easiest variety of magic, this category represents magical effects that are of very little potency, they do not cause damage and have no profound effect.
Shooting sparks from fingertips, glowing eyes, ventriloquism etc are examples of Cantrip level magic.
Cantrip type magic generally has no downsides as it's power is so weak.
-Minor/Incidental Magic-
Minor magic is the category which represents the vast majority of spells cast in role-play. If the spell is meant to do damage it will be similar in scope to what can be accomplished with conventional weapons. In the case of enhancement or healing this would be something with modest effect, healing a single wound or granting a limited ability for a short duration.
Magic missile, light/darkness, minor healing, read languages, local teleportation/summoning (within the island) are examples of minor magic.
Minor magic should have similar drawbacks, most frequently it will wear out the user over time, however as these are the primary magic in use a caster should be able to match stamina against a fighter in terms of growing tired from casting spells.
-Intermediate Magic-
Intermediate magic is the category describing significantly more powerful magic which can still be used in normal situations. For damage magic this could include area of effect attacks or single target effects that cause severe wounds or lasting effects. In healing or enhancing magic this category would cover healing all wounds, enhancing an attribute for a long period, etc..
Fireballs, chain-lightning, cloudkill, continual light/dark, full healing, remove curse, cure poison, increase strength, long distance teleportation/summoning (beyond the island) are examples of intermediate magic.
The costs for intermediate magic should scale, they generally require greater time to cast as they are more complex and consume more of the casters energy. These should be used no more than once or twice in an given scene, additional use would leave the caster extremely drained and vulnerable.
-Major Magic-
Major magic is the category that serves as a catch all for the most powerful of magics. In terms of damage magics this would represent instant death to most mortals. In terms of healing or enhancement, it would represent resurrection spells and boosts of power to unheard of levels.
Power word kill, divine intervention, resurrection, planar summonings are examples of major magic.
Major magics come with steep prices, almost always requiring the sacrifice of material components and in some cases far more, this should scale with the nature of the magic, as should complexity, many of these magics are too complex to cast from memory and require elaborate set ups. All major magics will have significant impact on the energy of the caster.
**All major magics must be roleplayed out in full with the consent of all parties involved. If consent would be complex to attain, contact one of the Admins or GMs, who will assist you in making sure your spell is viable and balanced.**
<*> For ALL combat destruction, magical or melee, of parts of the sim, via rp or actual combat, it is possible to show a measure of damage in most cases. Contact an admin to see if there may be lasting or temporary damage done to an area. (We’re all for causing more rp, after all!)